Those are respectively a 128X128 2D console and 128x128x32 3D voxel console. They both come with harsh limitations. For example, pico-8 has only 16 fixed colors and the game code is limited to 8192 tokens.

Yet, amazing little games have been created with this limited environment. Here are a few of my favorites.

The priority node run its children until it finds a successful one : if the player is visible, the creature tries to get to melee range using path finding (FindPlayerActionNode), else it tries to track scent (TrackScentActionNode), else it simply waits (WaitActionNode). This will make much easier to have creatures guarding the chests as planed for 0.8.0.

It’s the first version featuring an actual widget toolkit and an actual scene manager. You can try the widgets in a new sample from the benchmark.

In this version, creatures corpses sometimes contain loot. Some chests are also placed at strategic places in dungeons.

After a few iterations of bugfixing and balancing, I’ll start working on 0.8.0 whose main goal is to bring more monsters in the rooms containing chests. This implies a behavior tree module in yendor.ts and a refactoring of the current A.I. code.